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How do you get level designers in the zone and keep them there? In this talk Robin-Yann will explain both the good and bad sides of many different engines and editors, from a level designer point of view. How can we speed up the process of level design iteration and at the same time make levels more complex? Why do level designers keep saying the Source engine is both great to work with, but at the same say they hate it? Are 4 viewports really better than 1? All this and more in: Keeping level designers in the zone through level editor design; How to change level editors so level designers can work faster, iterate quicker and perform better.